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[v0.43]Babylon 5 - Sins of the Younger Races {Diplomacy1.34} *UPDATE 08.12.2012*

Babylon 5 mod effort for Sins

By on August 17, 2009 4:40:02 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

TobiWahn_Ke...

Join Date 08/2008
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This is the story of the last of the Babylon 5 mod-efforts. It's goal, to prevent another failure, by creating a place to solve our problems collaboratively. Its a port of call, home away from home, for modelers, texturers, programmers and sound engineers. 

 

Babylon 5 - Sins of the Younger Races

 
Disclaimer:
The authors are not responsible for any damage that may arise from using this mod. This mod may not be sold under any circumstances. It may be downloaded, bundled with other mods as long as it does not violate the laws of the state/country you live in and this disclaimer is distributed with it. For other used please contact me personally.


Thanks to the TEAM:
2D Artist: SteinerX, Tobias Liebhart (TobiWahn_Kenobi)
Coders: Davroth, EvilTesla-RG, zRazor (Ronie Albesa), Zvezdochets, Rodney Jenkings (HotRod), Rob Cummings (NewHorizons), Tobias Liebhart
Modelers: Fileosoft, Koobalt, Timmaigh, zRazor (Ronie Albesa), Stefan May, Zvezdochets, Tobias Liebhart
Musician: Pauli Valkeejärvi (Hawkwall)
Research: Rodney Jenkins, Darvroth
PR: SteinerX
Texturers: SteinerX, TFL_BigBangTheory, Timmaigh, ZombiesRus5, Tobias Liebhart
Bughunters: Peter1x9, ZombiesRus5, Darvroth, Rob Cummings
Support: Lavo_2, boshimi336

And to
MysticAngel for the Automated Fighter docking ability

Sounds provided by: Zvezdochets

And thanks to all those modelers whose work is a inspiration and a template for creating ingame assets

If I forgot anyone, please contact me so I can give proper credit. (There seem to be so many decent people involved at the moment)

 

Update 0.431 HotFix (Requires 0.43)

https://mega.co.nz/#!sFRnDZCa!Asl6qQ3N-KkqlKnxnq541XWsbARTbGMhLjX3lcK1vdw

http://www.mediafire.com/?bvvbotkoao86uic

http://www.gamefront.com/files/22724745/sotyr_0_431_Update_rar

 

Release 0.43 Full

https://mega.co.nz/#!EIgQVLIR!EwaLA3pCL2z5xAd5fgBmqjHJPWwktwVP5jb5pWee5dM

http://www.gamefront.com/files/22720978/sotyr_0.43_Full.rar

http://www.mediafire.com/file/8djsoefyxvv7fj9/sotyr_0.43_Full.rar

http://www.filedropper.com/sotyr043full

 

Put contents into the gameInfo directory

--------------------------------------------------------------------------------------------------------------------------------------------

put the folder "b5-sotyr"

using winxp
C:\Documents and Settings\'user name'\Local Settings\Application Data\Ironclad Games\Sins of a Solar Empire\Mods-Diplomacy v1.34

using vista/windows 7
C:\Users\'username'\AppData\Local\Ironclad Games\Sins of a Solar Empire\Mods-Diplomacy v1.34

---------------------------------------------------------------------------------------------------------------------------------------------

 

PreAlpha 0.43 for Sins Diplomacy 1.34

Contents:

Races:
    Minbari
    EA
    Narn
    Centauri
    Shadows
    Vorlon
    
Models:

    General:
        Jumpgate
    
    Minbari:
        Tinashi
        Nial (Tishat)
        Flyer
        Sharlin (Sharkaan, Sharoos)
        Neroon
                
    Earth Alliance:
        Avenger Carrier
        Artemis Frigate
        Hermes Transport
        Omega Destroyer
        Hyperion
        Sagittarius Cruiser
        Starfury Aurora
        Victory Destroyer
        EA Explorer
        Apollo
        Starfury Badger *NEW*
        NOVA Dreadnought *NEW*
        Global Orbital Defense *NEW*
        Poseidon Super Carrier *NEW*
   
    Shadows:
        Ancient Battlecrab
        DeathCloud
        Scout *NEW*
        Young Battlecrab (smaller) *NEW*
        Fighter *NEW*
        Carrier *NEW*

    Narn:
        G'Quan
        BinTak
        Ka'Toc
        Dag'Kar
        Frazi
        Gorith
        
    Centauri:
        Vorchan
        Centurion
        Liati
        
    Vorlon:
        Heavy Cruiser
        Light Cruiser
        
   
Abilities:
    Many added

Starbases:
    Basic Starbases for younger Races ( Military, Jumpgate )
    Jumpgates for EA, Narn, Centauri and Minbari
    
Research:
    EA
    Centauri
    Minbari
    Narn
    Vorlon
    Shadow
    
GUI:
    Fonts
    Intro Music
    Loadscreens
    Intro Videos
    Icons
   
Music:
    Battle music 1, 2
        & 3 *NEW*
    Quiet music 1, 2, 4, 5
   
Sounds:
    Vorchan Ion cannon

 

SOTYR manual
 

If anyone wants to contribute to this mod, please contact me. Any models, sounds, music, textures, abilities and so on are welcomed. I will however keep control of the stats (with input from the most active members/posters).

Home
https://bitbucket.org/TobiWahn_Kenobi/sotyr/wiki/Home

Screenshots
https://bitbucket.org/TobiWahn_Kenobi/sotyr/wiki/Home#!screenshots

Bug reporting over here (you need to be a member of Origo and the team, if you want to do this, please contact me)
https://bitbucket.org/TobiWahn_Kenobi/sotyr/issues?status=new&status=open
 


Old Blog with screenshots and infos maintained by SteinerX can be found here (*OUT OF DATE*)
http://babylon5ins.blogspot.com/

 

Yours TobiWahn_Kenobi

 

4126 Replies
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September 8, 2009 2:05:37 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Sharlin text missing is a mystery to me, the (sins default) string is there... I now replaced it with a unique new string, hope that helps.

 

@vp21ct
Modeling goes forward, slowly but surely. just don't expect any miracles.

 

@EternalDragon
Yes, thats true, and will stay so for some time. Progressing slowly, but thanks to EvilTEsla-RG and zRazor, abilities are coming in.

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September 8, 2009 2:34:06 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

And how many ship

 

s model already done now ?

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September 8, 2009 3:12:04 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting Zvezdochets,



And how many ship


s model already done now ?

http://sri-corp.com/Forum/index.php?topic=2360.0

Currently 5 + Shadow BattleCrab for Pre-Alpha 0.32(a)

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September 8, 2009 3:28:39 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Most of the EA ships/abilities

Click on image for link.

PS: If the text can be inside the boxes, I can make a nicer image.

Please, inform me of any changes so I can update this poster.

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September 8, 2009 4:31:31 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Love that wallpaper!

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September 9, 2009 5:50:03 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Love that wallpaper!

Thanks!

Will do the same for the Minbari - soonish ...

EA Avenger Ship Abilities - click on image for link:


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September 9, 2009 6:06:10 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

nice to see this is still going

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September 9, 2009 8:14:13 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting Destraex,
nice to see this is still going

 

You can get more information about this mod at:

7DS

http://sri-corp.com/Forum/index.php?board=46.0

 

and

 

http://babylon5ins.blogspot.com/

 

 

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September 9, 2009 9:18:23 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Very nice texture on Avenger, looks perfect. Twenty EA ship ...

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September 9, 2009 9:27:20 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Very nice texture on Avenger, looks perfect. Twenty EA ship ...

 

We have the resources, talent and experience of the 7 Deadly Sins team to help us, too!

Don't worry ... ...

 

Zvezdochets your models look great! Just a few more to go ...

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September 9, 2009 5:48:36 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Work in progress, Hermes, military armed transport. May add ability "antimatter recharger" for this ship - for recharge capital ship. The antimatter capacity on board may be certainly ~ 4000. And antimatter non-restore on board, full recharge only on "base recharger". Like ship-tanker. Work sucessfully ended - now work on fighter abilities: try add few types fighters [long-range bomber for jump on next planet and back. For attack on light ship and making the enemy troubles, like U-2 in WWII].

UPD, Hermes.

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September 9, 2009 7:42:03 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Damn... Got some serious problems with my mesh. First, its a hell of a job to get the tangents right, second, my mesh is getting f*cked up. Everything is fine in XSI, but when I convert using the convertXSI.exe, I have some polygon normals inverted and some weird artifacts (seems to be connected to my working on the tangents...)

 

I so wanted to release today, but it seems to be delayed till the weekend.

 

Nice one Zvezdochets, The idea of an ability tanker is nice, would make taking the tanker back to a recharge station a nice requirement. Will consider it!

Just a little longer (and if anyone has knowhow on repairing meshes or aligning tangents so they look good ingame, please contact me)

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September 10, 2009 1:58:03 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Damn... Got some serious problems with my mesh. First, its a hell of a job to get the tangents right, second, my mesh is getting f*cked up. Everything is fine in XSI, but when I convert using the convertXSI.exe, I have some polygon normals inverted and some weird artifacts (seems to be connected to my working on the tangents...)

 

Posted your request at 7ds.

 

Nice work on the Hermes, Zvezdochets!

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September 10, 2009 5:57:49 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Wonderful that Filosoft has already offered help. From now on I will send all the meshes to him for inspection before doing the texturing I suppose.

 

@SteinerX
Sorry, working on the mesh I forgot to send you the Information for the brush files. Still, heres the explanation in short:

Put the *.brushes file you want to edit/have a look at into the bin folder (the one included in the archive I sent you). Then run the cmd file for BIN to TXT conversion for Brushes (or run all of the cmd files, one of em does it)

Afterwards, you will find the respective brushes file as a TXT file in the folder TXT. Open it using Notepad or any other text editor (would recommend Ultraedit, Notepad++ or my favorite - Textpad)

You will see something like this:

 

 

TXT

onlyLoadOnDemand FALSE
brushCount 181
brush
name "HUDICON_ABILITY_TECHORBITALCANNON"
content "States"
Disabled
fileName "Buttons_Research_Disabled"
pixelBox [ 5 , 216 , 47 , 33 ]
Pressed
fileName "Buttons_Research_Pressed"
pixelBox [ 5 , 216 , 47 , 33 ]
CursorOver
fileName "Buttons_Research_CursorOver"
pixelBox [ 5 , 216 , 47 , 33 ]
Focused
fileName "Buttons_Research_Normal"
pixelBox [ 5 , 216 , 47 , 33 ]
Normal
fileName "Buttons_Research_Normal"
pixelBox [ 5 , 216 , 47 , 33 ]
brush
name "HUDICON_ABILITY_PSIORBITALCANNON"
... 

 

 

The brushCount tells the engine how many brush entries are in the file. You must update this when you add a new brush entry to the file.

The brush tag starts a new brush

The name tag defines the name I can refereence the file from within an entity (or window) file. This is how the entity files are connected to the icons for example.

I don't know what the content "States" line does, leave it alone for now, You will not need to change it i suppose

Then, you have 5 subsections. These represent the different states an User Interface element can be in. They are 

Disabled
Pressed
CurserOver
Focused
Normal

Each of these subsections has two Tags:

fileName - represents the physical file in the textures folder the graphic is located in without the fileending (it is expected to be tga format)

pixelBox - Represents the pixel coordinates in the Graphics file (the TGA) the icons is located in. These are in the format [Left, Top, Width, Height] where Left is the x coordinate in pixels, Top the y coordinate (from topleft corner), width is the width of the icon/picture and Height the height of the icon/Picture. Just take a look at the specified tgas and you will see.

 

When you have completed your work on the brushes file, copy the file into the BIN folder (the one I sent you) and call the cmd for TXT to BIN for brushes. Then take the brushes file from the bin folder an copy it into the window folder of the mod

Cheers

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September 10, 2009 4:04:30 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Nice one Zvezdochets, The idea of an ability tanker is nice, would make taking the tanker back to a recharge station a nice requirement. Will consider it!

This is more simply as i thought! Recharge ability i add in research tree together with repair platform. And now try this "recharge ability" in battle. Add ability on four Cobalt frigate[200x4] and Kol capship very easy destroy Halcyon and ~ 5 Disciples, but when Kol continuously shoot on enemy [use railgun ability] all my frigates has been destroyed. In future, very weak Hermes need in strong escort ... And more: in battle frigate glow blue.

 

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September 10, 2009 4:37:33 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

@SteinerX
Sorry, working on the mesh I forgot to send you the Information for the brush files. Still, heres the explanation in short:

Put the *.brushes file you want to edit/have a look at into the bin folder (the one included in the archive I sent you). Then run the cmd file for BIN to TXT conversion for Brushes (or run all of the cmd files, one of em does it)

Afterwards, you will find the respective brushes file as a TXT file in the folder TXT. Open it using Notepad or any other text editor (would recommend Ultraedit, Notepad++ or my favorite - Textpad)

You will see something like this:





TXT

onlyLoadOnDemand FALSE
brushCount 181
brush
name "HUDICON_ABILITY_TECHORBITALCANNON"
content "States"
Disabled
fileName "Buttons_Research_Disabled"
pixelBox [ 5 , 216 , 47 , 33 ]
Pressed
fileName "Buttons_Research_Pressed"
pixelBox [ 5 , 216 , 47 , 33 ]
CursorOver
fileName "Buttons_Research_CursorOver"
pixelBox [ 5 , 216 , 47 , 33 ]
Focused
fileName "Buttons_Research_Normal"
pixelBox [ 5 , 216 , 47 , 33 ]
Normal
fileName "Buttons_Research_Normal"
pixelBox [ 5 , 216 , 47 , 33 ]
brush
name "HUDICON_ABILITY_PSIORBITALCANNON"
...





The brushCount tells the engine how many brush entries are in the file. You must update this when you add a new brush entry to the file.

The brush tag starts a new brush

The name tag defines the name I can refereence the file from within an entity (or window) file. This is how the entity files are connected to the icons for example.

I don't know what the content "States" line does, leave it alone for now, You will not need to change it i suppose

Then, you have 5 subsections. These represent the different states an User Interface element can be in. They are

Disabled
Pressed
CurserOver
Focused
Normal

Each of these subsections has two Tags:

fileName - represents the physical file in the textures folder the graphic is located in without the fileending (it is expected to be tga format)

pixelBox - Represents the pixel coordinates in the Graphics file (the TGA) the icons is located in. These are in the format [Left, Top, Width, Height] where Left is the x coordinate in pixels, Top the y coordinate (from topleft corner), width is the width of the icon/picture and Height the height of the icon/Picture. Just take a look at the specified tgas and you will see.



When you have completed your work on the brushes file, copy the file into the BIN folder (the one I sent you) and call the cmd for TXT to BIN for brushes. Then take the brushes file from the bin folder an copy it into the window folder of the mod

Cheers

I did it! Thanks Tobiwahn/Fileosoft!!!

PS - Tobiwahn what are the EA and SHADOW races called in the brush file, couldn't get it to load the image when I created new brush entries for them, so had to use TECH and PHASE brushes ... just changed the location of the image ...

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September 10, 2009 5:24:07 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Thanks for the reminder, I didn't change them yet. In the next release they will be

 

LoadScreenCharacterEA

LoadScreenCharacterMinbari

LoadScreenCharacterShadows

 

Thanks!

 

BTW. Nice Shadow!!! I'm anxious to have it!!

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September 11, 2009 11:58:51 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

BTW. Nice Shadow!!! I'm anxious to have it!!

 

Just needs a little more work ...

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September 11, 2009 1:47:11 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

How would you like to report bugs for this mod? Any particular place or formatt? I tried out the minbari the other day and noticed that some of the tech tree will not select. In addation you can reasurch docks for space stations in the tech tree but you can not buy docks in the actual spacestation.

Also great work on the mod so far! It is going to be so awsome to finally have a B5 space game like this!

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September 12, 2009 9:21:31 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

How would you like to report bugs for this mod? Any particular place or formatt? I tried out the minbari the other day and noticed that some of the tech tree will not select. In addation you can reasurch docks for space stations in the tech tree but you can not buy docks in the actual spacestation.

Also great work on the mod so far! It is going to be so awsome to finally have a B5 space game like this!

 

Thanks for playtesting this pre-alpha mod!

Your feedback is great, and yes I noticed the same problem regarding the Minbari research tree ... this is currently being worked upon.

 

And yes it's going to be awsome!!!

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September 12, 2009 11:18:25 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

UPD, Hermes.

Very nice EA ship ... just a few more to go ...

Most of the Minbari ships

Shadow Loading screen character WIP2

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September 12, 2009 12:38:38 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting SteinerX,

UPD, Hermes.
Very nice EA ship ... just a few more to go ...

Thanks! End work on selfdestruct ability. Now may selfdestruct ship with enemy .

Bad that on EA side only 2 types strike craft ... Starfury and Thunderbolt. Tigerfury is too early. And who made new explosion model on fighters ? Like in film - red-yellow fireball explosion. In 2-3 "craft" span ? [30-40 meters]

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September 12, 2009 1:18:57 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Starfury and Thunderbolt.

Any images of these?

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September 12, 2009 1:26:12 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

looking good , keep up the good work guys

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September 12, 2009 3:33:39 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Starfury and Thunderbolt.

Any images of these?

Thunderbolt up.

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